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Rednukem: WW2GI weapon code fixes
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1 changed files with 3 additions and 2 deletions
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@ -5018,7 +5018,8 @@ static void P_ProcessWeapon(int playerNum)
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case PISTOL_WEAPON__STATIC:
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case PISTOL_WEAPON__STATIC:
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if (pPlayer->ammo_amount[PISTOL_WEAPON] > 0)
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if (pPlayer->ammo_amount[PISTOL_WEAPON] > 0)
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{
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{
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pPlayer->ammo_amount[PISTOL_WEAPON]--;
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if (!WW2GI)
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pPlayer->ammo_amount[PISTOL_WEAPON]--;
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(*weaponFrame) = 1;
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(*weaponFrame) = 1;
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if (WW2GI && PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound) > 0)
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if (WW2GI && PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound) > 0)
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A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound), pPlayer->i);
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A_PlaySound(PWEAPON(playerNum, pPlayer->curr_weapon, InitialSound), pPlayer->i);
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@ -5875,7 +5876,7 @@ static void P_ProcessWeapon(int playerNum)
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if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_CHECKATRELOAD)
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if (PWEAPON(playerNum, pPlayer->curr_weapon, Flags) & WEAPON_CHECKATRELOAD)
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{
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{
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if (*weaponFrame >= PWEAPON(playerNum, pPlayer->curr_weapon, Reload))
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if (*weaponFrame == PWEAPON(playerNum, pPlayer->curr_weapon, Reload))
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P_CheckWeapon(pPlayer);
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P_CheckWeapon(pPlayer);
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}
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}
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